By Tooth And Claw Dragons
World of Aethyr
Aethyr

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Rituals for this Realm

Holidays for this Realm

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Common Knowledge Realm Connections Space and Stars Timezones Local Plantlife Trade Specialties Currency Accents Religion Politics Military

Realm of Balance

Aethyr, known as the youngest Realm, is a unique world of divine-touched magic. It is a place of wonder, governed by the powers of Aether and Nether, and split by the primordial 'elements'- Aeria (wind), Aquaria (water), Glacia (ice), Ignia (fire), Natura (earth), Voltia (lightning), Anima (soul), Aurata (metal), Phobia (fear), Sanguia (blood), Toxina (poison/venom) and Umbra (shadow), and the derivitive 'elements'- Chrona (time) and Gravitia (gravity). Much of Aethyr's way of life adheres to this unique set, and much of the flora and fauna of the world are affected by them.

Every creature born into Aethyr is affected by Aether or Nether. Those creatures that leave Aethyr for other Realms will feel the absence and may show signs of weakness in their element, though due to the severe effects of these god-crafted magics, lifespans are found to be longer if lived outside of the Realm.

Common Knowledge

Here is a listing of factions, native species, fauna and flora that can commonly be found in this Realm. Keep in mind, however, that these are not the only things that may be found within Aethyr; different groups may travel, many species can be found abroad, and flora/fauna can be transferred with ease.

Dragon Nobility Mage Order
Aethyrian Dragon
Common Fauna Common Flora
Realm Connections

These Markers are hidden throughout the Realms; each one is appointed a guardian by the gods, or that Realm's Ether. There are four usually spread in a variety of hard-to-find places, protected with both the guardian's power and any spells he or she may have placed upon the sacred place their Marker resides in.

Aethyr's Markers, responsible for the Realm's connection to the Void, and to its balance, Kaligos, stand in remote locations, protected by powerful Guardians and spellcraft. Unusually, the Guardians of these Markers are all members of the revered House 'Regalscale', a mixed-element Aethyrian dragon noble family known for their high-contrast colors, unique twisted horns, and thick, accented plates.

Aethyr ::
Marker 1
Guardian: Brazilius, a Natura dragon covered in thick pangolin-like scales, grey and black with gold and red markings. Element color is red. (NPC)
Location: Nearest to the Heartlands, located on a small islet hidden from view and deep underground. Protected by illusion spells, and difficult to reach for any non-dragon.
Marker 2
Guardian: Arctrys, a Glacia dragoness who is grey and black with white accents, and eyes that have been described to be scalding red and orange. Element color is grey. (NPC)
Location: Easternmost of the Heartlands, just beyond the northernmost regions of the Metusian Heights, and outside of that country's control. Perched in a cavern and protected by a constant localized blizzard; thus, only Glacia dragons may access it, and only then with the permission of its Guardian.
Marker 3
Guardian: Taccryd, an Aurata dragon with midnight-blue scales, grey-edged plates and bright purple markings. Element color is purple. (NPC)
Location: Southernmost of the Heartlands, in-between the continents of Natura and Aurata reign. A small islet covered in the thickest of trees, exuding a presence of malice that warns all creatures away. Though the Marker is the most visible, with its glow able to be seen by the water, none dare approach it or its Guardian.
Marker 4
Guardian: Rayne, an Aquaria dragon of deep blue colors, dark purple accents, and bright white-gold markings. Element color is yellow. (NPC)
Location: Southeast of the Heartlands, and deep beneath the ocean. Only accessible by Aquaria dragons, or other sea-life, only with the addition of its Guardian.




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Space and Stars

Aethyr Constellations click on the link above to learn about this Realm's constellations!

Aethyr's sky is unusually bright; as the world's aura is a mix of light and shadow, patches of Void stars glow brightly even through the glittering Veil, and its constellations shine with ethereal golden light. However, 'false divine' stars can also be seen as glowing orbs of yellow and gold, flickers of light embedded within the Veil itself. Scholars are quick to point out that these Veil-stars do not shine unerringly, and flicker like little candles amid the night.

The sun is a deep golden disc in the sky, bright and shimmering, sacred to Ignia and all fire-aligned races. Its name is 'Eridanius', thought to mean 'Shining Eye' in an early Aethyrian script. Aethyr's two moons, Selyne and Mene, are unusual in coloration and appearance. Selyne - the larger - is a bright silver-blue, while Mene is a unique cream-yellow. Both have rings of trapped reiatsu, ever encircling each in light.

However, Mene is partially shattered - its rings broken - from the Great Serpent's corruption. Its phases are erratic and light often ill-contained, as shards of the moon encircle it in a dying orbit. Many Aethyrian scholars believe that Selyne will fully engulf and absorb Mene's magics someday, joining the two into a single silver-gold moon.


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Timezones
1. Sundial time. 2. Aerongyr time. 3. Osmium time. 4. Anvil time. 5. Aethyra time. 6. Vesuvius time. 7. Aeon time. 8. Coagulazia time.

This Realm's day/night cycle is split into eight distinct timezones, named for a notable city or landmark in that zone to differentiate from others in common speech. These timezones are split into eight sections due to time of day to avoid using numbered hours. They are as follows: dawn, midmorning, noon, afternoon, dusk, night, midnight, and predawn. Read more about the timezones on the time page and the current conditions thread.

Aethyr is similar to Felnova with its day/night cycles; both are even and predictable, differing only with season. The moons cast a creamy silver-white light when in the sky together, and Selyne's track across the sky is faster than Mene's. It has been noted that, since shattered, Mene's path has begun to slow further, and the light it casts holds a quality that, upon close inspection, multiplies shadows much like a solar eclipse. Neither ever are truly 'new', as their rings always cast light no matter the phase of the moons. The two Celestial Gods of Aethyr have commonly not altered the day and night cycle, nor changed the phases of its moons. Very rarely will they use the moons and stars to send messages to those who watch below, and none have occurred since their dormancy.


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Local Plantlife

Aethyr is one Realm that has incredibly unique flora; while it has most, if not all, Earthrealm-adjacent plants and trees, those found in elemental kingdoms display attributes according to the magical infusion of the region they're located within. A list of each elementally-aligned region that hosts these changed plants can be found below. Otherwise, flora largely follow generalized rules and commonalities: desert regions hold arid plants, mountainous regions have large numbers of conifers and cold-resistant plantlife, tropical regions have verdant, lush life that responds well to humidity, etc.

The kingdom associated with Aeria (wind), the Heavenly Spires, has flora that is commonly tall and slender when plants of the same type are not normally so. Plant items such as lumber are unsuitable for material usage, as they grow fragile and wispy when cut. It's been noted that a faint breeze can be felt around most, especially trees. Stalks of smaller plantlife are mostly hollow.

The kingdom associated with Aquaria (water), the Starswept Oceans, has coastal flora that filter salt from the ocean, providing clean drinking water when stalks are cut from smaller, non-woody plants. Underwater plants are plentiful, vibrant, and grow very large.

The kingdom associated with Glacia (ice), Frostlorne, has flora that is often stunted in its growth (save for the giant conifers that hug the foothills of the mountains), but possessed of an absolute immunity to cold. Often blue tinted leaves, and frosty exterior that does not fade even when planted elsewhere.

The kingdom associated with Ignia (fire), Vulcandaern, has flora that are often coppery in color or have rusted ‘edges’ as if heat scorched. If eaten, plants taste spicy almost beyond the ability to tolerate for non-fire element creatures.

The kingdom associated with Natura (earth), Vhirydea, has flora that grows very large, thick in stem, and very old. The Viridian Forests have the oldest and largest natural trees in the Realm. Some plants may exhibit rocky or crystalline growths in certain areas, and moss or vine coverage is common.

The kingdom associated with Voltia (lightning), the Ancestral Peaks, has flora, especially trees, that carry a slight electric charge. Trees also are immune to damage from lightning strikes.

The kingdom associated with Anima (soul), the Eidolan Highlands, has flora that is often bioluminescent, and glowing with unusual colors. Attractive to ghosts.

The kingdom associated with Aurata (metal), the Suntouched Sands, have arid flora high in iron content, and prone to metal outbreaks where inorganic material overtakes organic material, requiring the metal plants to be destroyed.

The kingdom associated with Phobia (fear), the Metusian Heights, has flora that appears as twisted, nightmarish looking variants of normal plants; trees without leaves and spiky flowers with ‘faces’ or ‘eyes’ are common.

The kingdom associated with Sanguia (blood), the Sundered Coastlands, has flora that is red-hued, sometimes spiky, and that exhibit a tendency to tear at whatever passes by them, thus ‘drinking’ their blood.

The kingdom associated with Toxina (poison), the Abyssal Boglands, has flora that are toxic in all parts of a plant or tree; some poisonous, some acidic, and all dangerous. Flowers are more loudly colored to warn of their poison.

The kingdom associated with Umbra (shadow), the Darkreach Mountains, has flora that are shades of blacks and greys, or very dark muted colors. Grow best in dim light, only bloom during the night.

The kingdom associated with Chrona (time), the Moonlands, has flora that appears natural in color and form, but the speed of plant growth cannot be predicted; either very fast, or very slow, but rarely ‘normal’. Some seem immortal, reaching a certain point and then freezing altogether.

The kingdom associated with Gravitia (gravity), Jadre Innkuzan, have flora that - when old enough - pull the soil with their roots and begin to float on little islands a few inches from the ground. Trees exhibit weightless behavior in their leaves, though do not leave the earth.

commonly found;; all Earthrealm-adjacent plants exist; most deciduous and evergreen trees can be found in a variety of biomes according to their nature, and grasses, shrubs, flowers, etc all exist in the usual degrees of commonality.
rarely found;; plants that are not elementally affected in the elemental regions are very rare, and may be considered alarming.
doesn't exist;; N/A; all Earthrealm-adjacent plants exist in Aethyr.


Click on the title to show information about this Realm's common flora!

Trade Specialties

Aethyr has one of the most unique and versatile landscapes in the known Realms, rich with elemental energies and inherently tied to the divine powers of Aether and Nether. Each region has an elemental affinity, and thus its natural resources reflect these. From several regions come plants and herbs of great alchemical potential, medicinal agents and ingredients for potent poisons alike. Woods and metals from Aethyr are generally resistant to the elements of the regions in which they were grown or mined.

Aeria's natural territory, the Heavenly Spires, is aligned with the magical affinity of wind. It is known for its hollow-stalked plantlife and light, airy materials, as well as knowledge of air travel and trade paths throughout Aethyr's skies. Airships for non-dragons are the Spirelands' pride, and flying - or levitating - items are common. Most things Aeria dragons make are very lightweight, holding to unique craftsmanship among the wind dragons.

Aquaria's natural territory, the Starswept Oceans, is aligned with the magical affinity of water. It is known for plantlife that naturally filters saltwater to that which is potable, and a variety of seaworthy crafts for those not apt to swim. Seafood and culinary aspects that have to do with sea travel are Aquaria's specialty. The Starswept Oceans also produce potent magical items that hold the elemental energies of water, often enchanted to allow breathing underwater for limited periods of time.

Glacia's natural territory, Frostlorne, is aligned with the magical affinity of ice. It produces plants that are immune to cold and infused with frost energies, which can either be brewed into potions that resist cold or worked into balms and medicines that soothe burns. However, these plants are also dangerous; to non-Glacia dragons (and non-dragons), the cold effects of items not properly worked can incite frostburn or worse. Enchanted objects tend to be things made out of 'eternal ice' - ice shaped into items, weapons and armor that can withstand heat and never naturally melt.

Ignia's natural territory, Vulcandaern, is aligned with the magical affinity of fire. It is known especially for its edible plants that hold extreme levels of spiciness, especially in their peppers - to the extent that those not well versed in fire magic may find them inedible. Other spices and culinary specialties, along with knowledge of roasting, cooking and baking, are common. In magical ways, the Igneous Lands specialize in enchanted objects that are very hot to the touch, can summon fire on command, spill smoke from etched runes, or similar effects.

Natura's natural territory, Vhirydea, is aligned with the magical affinity of earth. It is known for supplying much of Aethyr with building supplies, including specially-grown wood and mined stone. While the trees of their sacred forest are largely off-limits, stands of lumber-specific trees are carefully grown and harvested, and any of the old-growth trees that naturally fall are able to be crafted into an assortment of items and objects. Stone pulled from the earth by Natura dragons is shaped in whatever way suits the miner, and specific shapes can be commissioned through elemental magic alone. While enchanted objects are rare for Natura dragons to produce, hybrids of plants or molded flora and rock are common, up to the skill of the dragon (and coin of the buyer).

Voltia's natural territory, the Ancestral Peaks, is aligned with the magical affinity of lightning. It produces both electrically-charged items and lighting-resistant materials, especially infused gems, metals, and wood. Most items crafted by Voltia dragons hold a static charge that must be grounded before non-lightning entities touch them, though this is enhanced in enchanted weaponry. Voltia most often uses silver, copper and gold traded from Natura and, more recently, Aurata dragons - though there are tariffs usually associated with the latter.

Anima's natural territory, the Eidolan Highlands, is aligned with the magical affinity of spirit. It is known to produce materials that have a high degree of reiatsu-infusion capability, as well as the manufacture of necromantic and phylactic items, such as Soulgems, Spirit Gems, soul-trapping enchantments, and other such items. More commonly, the Eidolan Highlands manufactures items with less damaging spiritual uses, such as stones that affect negative and positive energies, items that may make a lesser ghost visible for a time, or wards to keep angry spirits at bay.

Aurata's natural territory, the Suntouched Sands, is aligned with the magical affinity of metal. It is best known for its metals and metalworking, deep mines and pure ores. Dragonsung steel (along with other 'dragonsung' alloys) are manufactured in weapons and armors, and smiths are very, very common. Jewelry makers and craftsdragons that create smaller items are renowned for their skill, and much of Aethyr's coinage has historically come from Aurata-mined metals. Tensions remain high among Aurata dragons trading with Aether-aligned individuals, though most of their foodstuffs comes from trade, due to the metal-blight of their plants.

Phobia's natural territory, the Metusian Heights, is aligned with the magical affinity of fear. It holds little in the way of specialized items or materials, and instead has made a market of crafting frightening visages, gargoyles, and items that inspire fear. Some skilled enchanters can make items that affect an individual's emotions directly, and cast 'dragonfear' on those that do not guard their minds. Most materials that come from the Heights are unique and unusual, with twisted, warped features not found anywhere else.

Sanguia's natural territory, the Sundered Coastlands, is aligned with the magical affinity of blood. It is known for its knowledge and lore of healing, especially in the production of tomes that have to do with the study of blood, anatomy, and the body of various creatures in Aethyr. The native plants of the Sundered Coastlands are carefully studied and used to draw blood without wasting a Sanguia dragon's magic, as well as to manufacture antibodies that are used to treat various diseases. Enchanted weaponry that pulls from blood magic to make inflicted wounds bleed more profusely, and those that draw energy from the victim, are common, where blood-rejuvenation and purification charms are somewhat less so.

Toxina's natural territory, the Abyssal Boglands, is aligned with the magical affinity of poison/venom. It is, unsurprisingly, known for its market of high-tier poisons and antidotes, as well as medicines of various types and exotic, dangerous plants. Animals infused with Toxina's elemental magic are also bred to sell, both as exotic pets and war-mounts for smaller creatures. Weapons and armor that carry, hide or inflict poisons or venoms are very common, and can be found in any Toxina market stall.

Umbra's natural territory, the Darkreach Mountains, is aligned with the magical affinity of shadow. It is known for weapons and armor crafted from black starmetal or darksteel and forged in a way to avoid metallic sheens, catering to Darkreach's more immoral pursuits. The art of stealth and warfare can be seen in much of Umbra's wares, and there are not only items that physically hide one from enemies, but tomes on the same, a wealth of knowledge for any would-be assassin. In magical items, enchantments range from enhancing one's shadow abilities to illusion and limited invisibility, often through inconspicuous gem adornments and jewelry.

Chrona's natural territory, the Moonlands, is aligned with the magical affinity of time. It is reasonably unknown to much of the Realm as Chrona is one of Aethyr's newer 'elements', and thus their trade is somewhat weaker than others. However, charms that slow aging for a limited time and those that halt time for a span of seconds are common and well sought-after, though many come to the Moonlands in search of immortality potions (that are turned away in disappointment). Chroniclers of Aethyrian history and scholars love Chrona's libraries, and often buy history books and scrolls written by the time dragons' deft and careful claws.

Gravitia's natural territory, the Jadre Innkuzan, is aligned with the magical affinity of gravity. It is known for the unique metaphysical properties of materials in the Innkuzan that seem to levitate on their own, such as rocks and plants, and a variety of fauna that fly without wings. While these may lose their abilities after a time away from the Isles if not properly worked, Gravitia dragons are able to use their magic to ‘settle’ these items, so that they continue to hover whenever placed indefinitely, or to strip these energies entirely and render them usable for the mundane. Levitation charms and floating wards are common, though come with the warning that they will lose their magic over time if used on living things.


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Currency

Aethyrian coins were developed originally by Aurata dragons very early on; before the light and dark dragons of Aethyr became so divided, there were coins of multiple faces throughout the Realm, freely traded on any continent. However, modern currency is split into Aetherian and Netherian coins, and - though being made of the same metals - are not accepted except within their own alignment. The neutral elements of Chrona and Gravitia tend to take both, regardless of its origin, and do not have separate currencies for themselves.

The proper terminology for base Aethyrian money is the 'drachm', and the coins share the same four names but are referenced by their alignment; for example, the Aetherian Archm would be a gold coin of Aether-dragon make and only acceptable in the Aetherian Alliance or neutral-bearing countries.

Drachm coins of either make tend to be quite large compared to a Felnovian jaden, being three inches across and quite heavy. Thus, smaller and bipedal Aethyrian races tend to use dragon couriers to bring coinage with them, or carry small amounts of the highest denominations to lessen the overall weight.

Aetherian Drachm

COPPER: OBOL (1d)
SILVER: STATER (25d)
GOLD: ARCHM (50d)
PLATINUM: TETRACHM (100d)

Netherian Drachm

COPPER: OBOL (1d)
SILVER: STATER (25d)
GOLD: ARCHM (50d)
PLATINUM: TETRACHM (100d)



The conversion rate for drachm to USD is 1 drachm = 50 cents.

Average prices for common objects are listed below:



Loaf of bread; 10 drachm.
Sack of potatos; 25 drachm.
Carrot; 40 drachm.
A pig;; 110 drachm.
A chicken; 30 drachm.
Horse; 2500 drachm.
Average-quality sword; 1000 drachm.
Wooden shield; 200 drachm.
Steel plate armor; 800 drachm.
Building block; 30 drachm per ton.
Wooden log; 30 drachm.
Average rent; 100 drachm per month.



The average amount of pay for a small job (guards, on-contract builders, shoemakers, etc) is 300 to 500 per month plus whatever other jobs they may take (bread-making, masonry, something not on a salary) which is paid for per-job and varies greatly.


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Accents and Dialects

Those who speak Common in this Realm often have location-based, regional accents. For ease of understanding, these accent names will be very loose, and will be referred to by their Earthrealm names! However, many of these accents may have Realm-based or the name of their region to refer to in-universe. Please do not use the Earthrealm language names ICly. Thanks!

Aethyr is split into over a dozen continents and many different elemental regions, as well as the Heartlands, populated by Aethyrian dragons and many other races. Over the centuries, and as mingling has become more common, these regional accents have bled together and blended, so any individual of any element or alignment may have a vast variety of accents regardless of location and upbringing. Inborn accents are common, and subject to the unusual influence of one’s Aethyrian ‘element’.

Aether elements tend to have inborn accents that generally hold smoother rhythms, altering their regional accent in subtle ways. In contrast, Nether elements tend to have accents that generally hold sharper, more guttural rhythms, with the influence sometimes being more pronounced.

The Heavenly Spires (Aeria) and the Darkreach Mountains (Umbra) have commonly fluid accents with elegant verbiage and precise words, though they may drop the final sound of a word or be thought of as breathy, especially to foreign ears. Compare to Earthrealm French.

The Ancestral Peaks (Voltia), Frostlorne (Glacia) and the Suntouched Sands (Aurata) are all similar in that they have accents very close in sound to one another. The Peaks have strong accents similar to subtle Earthrealm British, while Frostlorne has a more formal sound. The Suntouched Sands has a much sharper, distinctive sound, with dry delivery and pointed intonation.

Vhirydea (Natura) and the Abyssal Boglands (Toxina) have similar, yet distinct, accents; the former is comparable to Earthrealm Spanish, with a musical, trilling quality to it that is most distinct in heavily populated areas. The latter is more open-ended and tend to have longer vowels and split double consonants. Some regional blending is to be noted where the two continents are closest, as the waters are easily crossed by flight and intermingling is not uncommon, despite recent tensions.

The Jadre Innkuzan (Gravitia) and the Starswept Oceans (Aquaria) have similar accents that vary from individual and region but are, as a whole, most similar to the Earthrealm equivalents of various East Asian dialects. Gravitia races tend to sound more formal, but speak much quicker, than the smoother and slower ocean denizens. Unusually, the Moonlands (Chrona) - despite its distance - share a similar sound, but much slower and much quieter, thought of as hissing and sibilant compared to others.

Vulcandaern (Ignia) and the Eidolan Highlands (Anima) share a similar, sharp accent that have intermixed similarities to Earthrealm Scottish, Nordic, Celtic and similar dialects generally depending on the individual and region. Ignia accents are often stronger, sometimes more difficult to understand, where Anima is much more subtle.

Both the Sundered Coastlands (Sanguia) and the Metusian Heights (Phobia) have dialects very similar to the sharp sounds of Earthrealm’s Germanic and Russian accents. Phobian sounds tend to be sharper, more biting in tone, where Sanguia accents are much more subtle.


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Religion

The peoples of Aethyr - and primarily the Aethyrian dragons that are its most populous race - are primarily of one mind; the majority believe in Auryelia and Athlryion, the 'Celestial Gods' of Aethyr and the creators of their world. This is enhanced by an exceptionally powerful Order, led by the religious House Oathkeepers. However, while the Celestial Order is the ruling religious body of Aethyr and would have it be their only religion, smaller religions - especially among the Houseless - have arisen, and persist despite the Order's efforts to eradicate them in full. These may be found below.

The Celestial Faith

Worshipful Races: primarily Aethyrian dragon, but all Aethyr races welcome. Primarily Worshiped In: noble Houses and larger cities all around Aethyr regardless of Aether or Nether alignment.
The primary and most powerful religion in Aethyr, led by the esteemed Oathkeepers - a religious House of all-white dragons, dedicated to the idea that the Celestial Faith is the one true faith, and all else is false. In recent centuries, the Faith - led by the Oathkeepers and its Order - has become very militaristic and has sought abject control over Aethyr's beliefs, and their power supercedes any reigning Imperial House and its kingdom, though they generally respect their autonomy and laws. They answer indirectly to the Council of Elders; the Elder Keepers being thought of as the most elementally powerful dragons in Aethyr, and the only figures the Order will bow to.

In each kingdom's capital, there will be a Celestial Temple, led by one of the Oathkeepers' own Divines. Smaller Sanctuaries may be found in smaller cities, and shrines to the Celestial Gods can be found across the countryside. In the Heartlands' capital rests the Celestial Chantry, where the Oathkeepers' leadership is housed, and the Order is headquartered. The Chantry is known as the Faith's head church, and the beating heart of its foundational worship.

The tenets of the Faith are relatively simple; all is the holy construct of the Celestial Gods, Auryelia and Athlryion, and every living thing is sacred under that banner. When an Aethyrian dies, they return to these two deities, depending on their element's alignment - those of Aether rise to the holy lands Above, taken to Auryelia, and those of Nether descent to the divine lands Below, to Athlryion. The Celestial Gods are all-knowing, all-supreme, and the knowledge of this is inborn and unable to be denied. To harm another without cause is heresy. To believe otherwise is heresy. And, most recently, should one not believe in the Celestial Faith - or even raise doubts about its tenets, the Order, or the Oathkeepers - is heresy, and punishable by the Order.

Within each temple and sanctuary, there are hatcheries and nurseries where eggs may be raised by the temple's clergy under the protection of the Order. Hatchlings are kept until they fledge, and either are sent back home, or enrolled in schools that teach and reinforce the Faith. While the majority of the temple's eggs are from prominent Houses, orphans are also raised with the intent to serve the Faith and Order, under Oathkeepers' watchful gaze.

Below are the rankings within the Celestial Faith. This is split between the normal clergy, and the Order. Oathkeepers' rankings are separate.


Divines: Called the Listeners of the Celestial Gods, the Divines are leaders of the temples in capital cities, almost always of Oathkeeper blood. They are assumed to 'hear' the dormant deities' voices, and are in truth almost always possessed of the Sight, but it is unclear whether their connection to the gods is one of solid truth or based in faith alone.
High Priests: Leaders beneath the Divines, the High Priests can be found in any city's Celestial temples. These priests oversee the grand operations of their churches, leading and teaching worship, and overseeing marriage rites of House-bound dragons. Supreme teachers of the Celestial Faith, their authority and prestige is noteworthy even among the Order.
Templars: Members of the Celestial Order, elite peacekeepers and guardians who both guard the temples and sanctuaries and patrol the land, enforcing the Celestial Faith wherever they may go. Answer only to the High Priests and Divines, as well as the Oathkeepers. Strong in both body and element, these templars are held to the highest standard, and are considered the front line in making sure the Celestial Faith is the only faith in Aethyr. Templars give up all rights to their personal lives, dedicating themselves fully to the Faith and the Order in which they serve.
Revered Mothers/Fathers: Leaders beneath the High Priests, Revered Mothers and Fathers can be found in any sanctuary in towns and villages, and are at the forefront of teaching the Houseless about the Celestial Faith, as well as tasked by the Order to denounce (and report) any worship of Tranquilism, Aethera or Nethera to the Celestial Order. Oversees marriage rites of Houseless individuals.
Sentinels: Members of the Celestial Order, guardians and watchers of the borders between kingdoms. Not held to as high of a degree as the templars, sentinels are the bulk of the Order's military, and may be rallied under the banner of the templars to purge Corruption, or target centers of heretical worship. Derogatorily called 'inquisitors' by the common folk.
Priests: Small-scale leaders beneath High Priests and the Revered Mothers and Fathers, often tending shrines or in assistant roles within sanctuaries or temples.
Brothers/Sisters: Accepted members of the Celestial Faith. Some may act as missionaries, traveling to places to try and get a foothold into the Houseless and teach their religion to others. May report their findings to the Celestial Order to gain favor and further their rank amid these missions.
Volunteers: Uninitiated, future members of the Celestial Faith.

Tranquilism

Worshipful Races: primarily Aethyrian dragon, as well as any who live outside of large cities. Primarily Worshiped In: smaller cities, towns and outer areas all around Aethyr.
Unlike the Celestial Faith, Tranquilism is a quiet, yet warped version of the traditional belief in the Celestial Gods. Practiced almost specifically in smaller towns and villages absent a sanctuary or shrine, by Houseless dragons and other races, often discreetly or in ignorance. Detested by the Order, and frequently targeted by the templars and sentinels as it is seen as heretical. Sometimes called the Tranquil Faith, though this name is seen as an even worse affront to the Order.

Tranquilism believes in the Aethyrian gods, but not that they are all-powerful, or in control of everything, as the Celestial Faith does. Members of this faith pray for the gods' return, believing them to either have gone away or died during the Great Serpent's corruptive presence on Aethyr, depending on region and the preference of belief therein. Most often, Tranquilism teaches its members to take things as they are, and not to think of destiny or divine intervention; it is a very accepting religion, and open to question or alternate events. As there is no central organization to Tranquilism, its particular patterns change from area to area, and two who worship similarly may believe different things.

In most areas, Tranquilism is targeted without mercy by the Celestial Order. Its regional leaders may be executed, punished physically, or sent to the Chantry to be taught the proper ways of Aethyr; as it stands, this faith has no military, guardians, or any defense against such subjugation. Despite this, it is widely accepted by those who have no access to sanctuaries or temples, and have had no interaction with the Celestial Faith. It is (often secretly) favored by merchants, who may use knowledge of Tranquilism as a bridge between the highborn and lowborn, though these are very careful not to draw the Order's attention.

Tranquilism has few ranks and fewer still that are widespread, but of those, these are commonly used:


Priest: Leaders of the Tranquil Faith, often in 'churches' that do not appear as such; if a priest of Tranquilism should become known to the Order, they will be prosecuted without mercy. Performs handfasting and marriage rites, though these are not acknowledged by the Celestial Faith.
Skyspeaker/Seer/Windtalker/Etc: An often unusually-named rank, dependent on element, and always one possessed of the Sight. Often believed by their followers to share memories with the gods, though they do not claim to hear such things. Some Seers are thought to be part of Tranquilism by the lowborn even if they claim no such belief, simply due to the fact they have the Sight.

Aethera

Worshipful Races: primarily Aethyrian dragons of Aether alignment. Primarily Worshiped In: Aetherian Alliance countries or other Aether-bound areas.
A religion held only in the Aether-held lands, and not found in the Nether-held regions of the world. Unorganized, this religion is a belief system held from individual to individual, thought to be a relic of years gone by. It is commonly known by the names Aethera, Aetherism, Aetherianism, Auryeliaism, and Anathea, though Aethera is the most widely known. They worship Auryelia specifically.

Aethera is a faith that thinks Aether is good and pure, and Nether evil and impure. Members of this faith detest and abhor 'dark' dragons, envisioning them as monsters and little else. They view Athlryion as an evil god, and the Nether elements as something unnatural, as bad as the Corruption itself. Views vary, but these remain the same.

Aethera believes in its own version of the afterlife; that those pure and good of heart go to the heavens, and live in the sky as eternal spirits of light, guarded by Auryelia. Those who are evil will go to the underground hell and be subjected to torment and agony, inflicted by Athlryion.

Though the Celestial Order believes Aethera to be heretical, it is rare for them to oust it outside of discovering Aether dragons attacking Nether dragons, or similar extreme events.


Nethera

Worshipful Races: primarily Aethyrian dragons of Nether alignment.. Primarily Worshiped In: Netherian Alliance countries or other Nether-bound areas..
A religion held only in the Nether-held lands, and not found in the Aether-held regions of the world. Unorganized, this religion is a belief system held from individual to individual, thought to be a relic of years gone by. It is commonly known by the names Nethera, Netherism, Netherianism, Athlryionism, and Altheyo, though Nethera is the most widely known. They worship Athlryion specifically.

Nethera is a faith that thinks Nether is natural and neutral, untouched by arrogant light or the darkness of the Corruption. It believes Aether to be corrupted by that same light, and members of this faith detest and abhor 'light dragons', envisioning them as no better than beasts who seek to destroy any with Nether blood. Most see Auryelia as a vindictive deity, to be avoided at all costs, lest they be burned by the light. Views vary, but these remain the same.

Nethera believes in its own version of the afterlife; that those pure and good of heart become one with the earth and blend with the natural order, guiding their fellows as unseen souls, guarded by Athlryion. Those who are evil will go to the sky of fire, of punishing light, and be subjected to torment and agony, inflicted by Auryelia.

Though the Celestial Order believes Nethera to be heretical, it is rare for them to oust it outside of discovering Nether dragons attaching Aether dragons, or similar extreme events.



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Politics

Aethyrian politics are intricate, and often heavily intwined with both individual alignment (with Aether or Nether), as well as element alone. The majority of the Realm is governed by Aethyrian dragons, beneath Imperial Houses; these Imperials are overseen by the Elder Council in the Heartlands, which is a purely neutral space. The Council - called the Elder Keepers by many - serves to guide the Imperial Houses and their elemental kingdoms, as well as help in overseeing the election of new monarchs from these Houses, if not raising a new family to Imperial status. Every Imperial House bows to the authority of the Elders, though some may try to evade their notice, and others may resent their abject authority.

Houses are wealthy families, often equated to nobility, that hold power beneath the Imperials, especially over certain occupations and sections of the economy, driving the market in any large city. Houseless dragons are common, not attached to any wealthy family, and do not generally hold much pull or coin. However, any Houseless dragon may rise in rank through sponsorship by a House, despite their ‘common’ blood.

The Celestial Faith, despite being a religion, is also heavy-handed in affecting Aethyrian government. Imperial Houses must remain faithful to the Celestial Gods, or the Order will attempt to override their authority and remove them - sometimes by force. Most, if not all, Imperial Houses are built upon the Celestial Faith, and actively restrict worship of other religions within their territories.The Order has, in the past, forced an Imperial Monarch to abandon their post and have pushed their own candidate into the running. As most know, to state that these events have occurred is hearsay.

The Imperial Houses themselves are the heads of state in each elemental territory; each element has a single kingdom that governs their elemental region (often a continent), and each Imperial Monarch is selected from a handful of eligible candidates put forward by that House by electors every hundred years. Not often is a monarch chosen twice in a row, though some elemental kingdoms are more apt to this than others. Below are the tendencies of each elemental kingdom and their usual governing structure.

Aeria - wind - Imperials generally have an easygoing and simple government, accepting of most. Their views of the Houseless are favorable, and most of their laws are loose and open. Beside their Imperial Monarch, the kingdom of the Heavenly Spires generally holds a council of nobles within their House to advise, as well as close ties with the Elder Keeper of Aeria.

Aquaria - water - Imperials generally keep to themselves, deep within the waters of their home. They are thought of to be well settled in ritual, and all rites must be adhered to when a new Imperial Monarch is chosen, or a selection of possible heirs put forward to their electors. Heavily religious, and dedicated to the Celestial Faith. The Imperial House of the Starswept Oceans surface to meet with their Elder on a regular basis, adhering to their oversight.

Glacia - ice - Imperials generally put forward a hard and unyielding front, looking down upon most others not of their element, and especially those of Nether alignment. Houseless dragons and non-dragon races are treated with disdain, and most Aethyrian Glacia dragons of noble birth want nothing to do with those beneath them. Reasonably settled within the Celestial Faith, though their methods of worship and rule are little known to outsiders. The Imperial House of Frostlorne do not meet with their Elder Keeper regularly, but do respect their authority.

Ignia - fire - Imperials generally hold to a more traditional monarchy, keeping their candidates for election a number of carefully-chosen heirs. They are tolerant of Houseless, but range from monarch to monarch on their views of other races. They are explosive in their distaste of Nether dragons, and are exceptionally protective of their lands and their laws. The Imperial House of Vulcandaern respects its Elder Keeper and keeps regular contact with them, but actively distrusts the rest of the Council and argues with anything the Nether Elders may propose.

Natura - earth - Imperials generally favor all beneath their wide wings, and are quite possibly the most changeable and adaptable of all of the elements. Their Imperial Houses do not tend to stay Imperial long, but change like the seasons often with every Imperial Monarch chosen. However, Natura dragons are accepting of this, and as such their government is rock-steady despite the consistent change in leadership. The Imperial House of Vhirydea keeps constant contact with their Elder Keeper, and readily bows to their authority.

Voltia - lightning - Imperials generally put forward a stern face, protecting their own, both noble and non. They are traditionally more inclined to support laws that involve knowledge and training, promoting their citizens to rise above the average and attain superior heights. However, Voltia Imperial Monarchs also tend to be more nepotistic, and their councils are often filled with trusted relatives more than elected officials. The Imperial House of the Ancestral Peaks honors their Elder Keeper, but may be more prone to adhering to a more traditional monarchy, ignoring the electors to select a new monarch.

Anima - spirit - Imperials generally follow a similar route to Aquaria dragons; Anima tends to keep to itself, and are fairly ritualistic. However, they are harder on the Houseless and view other races (especially those not of Anima element) with mistrust, relying on spirit-readings before allowing anyone near their Imperial House's members or territories. Due to the light in which they're viewed by other elements, Anima Imperials have councils of only Anima dragons, and do not allow any others into their spaces, especially those of Aether. The Imperial House of the Eidolan Highlands listen only to their Elder Keeper and ignore the other Elders as if they do not exist.

Aurata - metal - Imperials generally are thought of as being very set in their ways and conservative in their views. Seen as stubborn and insular. This House's members are often wary of other elements and alignments, but are open to dealings should an individual or group prove their worth, and trust - once earned - is very difficult to break. They often work closely in trade with Voltia, and are regarded highest of the Nether dragons due to their influential creation of Aethyrian coinage, despite being a member of the Netherian Alliance. The Imperial House of the Suntouched Sands respect well their Elder Keeper, but are skeptical of the Elder Council as a whole.

Phobia - fear - Imperials generally are thought of to rule with fear and violence, and they uphold this belief to any outsider that may listen. However, though the House is adamant about keeping a straight monarchy, they do have a parliament comprised of elected leaders from the capital city and Imismala. Phobia Imperials and those of noble birth look down upon non-Phobia dragons and non-Nether elves, and often reflect this belief onto their lessers. Any that is not of Phobia element or a Nether-alignment elf needs sponsorship from a high-class Phobia dragon, left they be outed from their cities. The Imperial House of the Metusian Heights publicly denounce the oversight of their Elder and barely listen to their guidance, let alone the rest of the Elder Council.

Sanguia - blood - Imperials generally hold to a system that changes infrequently from monarch to monarch. Their laws are old, and based in logic that mimics how a body functions; the Imperials of Sanguia believe each dragon has a place, and that a task appointed to either a House dragon or the Houseless should be seen to its end. As such, poverty in larger cities is almost unknown, and crime is handled very quickly, quietly and efficiently. The Imperial House of the Sundered Coastlands respects their Elder and the rest of the Council, and offers little resistance when it comes time to elect a new Imperial Monarch.

Toxina - poison - Imperials generally govern openly, but fight for their opinions and commit to their laws even against the guidance of their Elders. They have a tolerant opinion of the Houseless, but seek to subjugate other races dwelling in their cities, and often use such creatures as elves as a half step above slave labor. As such, they are often violently opposed to outsiders, and guard their hidden cities viciously. The Imperial House of the Abyssal Boglands respects their Elder and does bow to the electoral process, but resents being controlled in such a way regardless of what monarch is in charge.

Umbra - shadow - Imperials generally hold to a strict monarchy, similar to Phobia, and their authoritarian laws leave little room for misinterpretation. They do not trust easily, and outright resent the electors that come to make an attempted selection of a new monarch, or oust the current House in charge. All Umbra dragons tend to see themselves as superior to the other elements, but the Imperial House pushed this by originally designing the Netherian Alliance, as to them, the Aether dragons are the purest form of evil. The Imperial House of the Darkreach Mountains acknowledges their Elder Keeper, but does not see the authority of the Council, and largely ignores the warnings they give.

Chrona - time - Imperials generally keep to themselves, viewing the Aetherian and Netherian Alliances as foolhardy and temporary. They have a rigidly structured government with a small senate that helps to train electors under the Elder Keepers, of any and all elements, ensuring a wholly neutral process. This senate also serves to advise the Imperial Monarch and settle new laws, review old ones, solve disputes and raise points within the reigning Imperial House. The Imperial House of the Moonlands is strictly for the Elder Council, and abides by its every decision.

Gravitia - gravity - Imperials generally keep to themselves, largely detached and unknown from the greater mass of Aethyrian politics. In all things, they keep their nation free of both the Aetherian and Netherian Alliances, helping or hindering neither. Within their own kingdom, the Imperials rule justly, with the Monarch being known as the 'Emperor' or 'Empress' that presides over every Gravitia dragon - Housed or Houseless, it does not matter. The Imperial House of Jadre Innkuzan does keep contact with its Elder Keeper, but only rarely needs their guidance.

The Heartlands' Council/Elder Keepers

Current Capital: Aethyra. Nation: Heartlands.

Neutral amid the conflicts of the Aetherian and Netherian Alliances, the Elder Council and its Keepers within the Heartlands are the oldest and longest running political group in all of Aethyr. Each member of the council - called a Keeper - is a single ancient dragon of each Aethyrian element, thought to be the oldest and wisest of their kind. They oversee the management of the Heartlands and provide guidance for the elemental kingdoms, with a selection of apprentices, advisors and ambassadors that work both within the central government and in the various kingdoms alike. More information about the Elder Council itself, as well as each individual's information, can be found here.

The Council works via a limited form of representative democracy. Because there is always an even number of Keepers, there cannot be a majority ruling in the event of a tie. In this event, the current leader of the Celestial Faith - a member of the Oathkeepers - is elected to step in and cast the final vote. However, this has led to some controversy in recent centuries due to the heavier-handed tactics the Celestial Faith’s aggressive Order often employs. There is talk of the Faith influencing the Elder Council in matters not related to government, though these remain largely unfounded.

Each Keeper is tasked with keeping communication going with their own elemental kingdom and its Imperial House, and bringing problems to the Council at large. They also oversee the appointment of new Imperial Monarchs, as well as helping to mediate conflict between both elements and alignments. Some kingdoms, especially since the formation of the Aetherian and Netherian alliances, choose to contest or outright ignore the Council’s input. Other races as well may choose to heed or not, though the Keepers largely leave non-dragons alone, unless they cause issue.

Most often, an Elder Keeper is a commitment that may be decades to centuries in the making. Should a member step down or pass away, a new dragon of the same element must be selected. Often, this is an ‘apprentice’ of the Keeper, a dragon well versed in their element, history and knowledge, generally several hundred years of age.

It is to be noted that the Elder Keepers have two primary 'coat of arms'; one is the black, white and gold symbol of the Keepers themselves, and one they wear in all ceremonial garb. The other is the symbol of the Heartlands as a whole - white on a field of gold. Both symbols - the heart and diamond surrounded by all elements - are largely identical.


Elder Keeper: Seen to be the strongest and most knowledgeable Aethyrian dragon of their 'element'. Selected and trained by the Keeper before them as an apprentice, and well learned in politics, history, and culture. One of each element.
Keeper's Apprentice: An older dragon taken by their Elder to be trained in the ways of the Keepers. Generally the Elders have only one, but may have two.
Keeper's Ambassador: Aethyrians - most often dragons, but sometimes of other races of Aethyr - who travel the Realm and bring tidings back to the Keepers of the goings-on in each elemental kingdom.
Advisors: Aethyrians (of any race, but most often young dragons, kobolds or one of Aethyr's smaller species, such as the (TBA)) who tend to the Elders and offer advice on current events. These range from servants to messengers to confidants, and despite the illusion of their low status, are generally treated similarly to those of noble Houses in high-class dragon families.


The Aetherian Alliance

Current Capital: TBA. Nations: Heavenly Spires, Starswept Oceans, Frostlorne, Vulcandaern, Vhirydea, Ancestral Peaks.

The Aetherian Alliance is a joining of the kingdoms of Aether dragons; Aeria, Aquaria, Glacia, Ignia, Natura and Voltia. Originally concepted as a ‘trade agreement’ by the Imperial House of Ignia, the Aetherian Alliance was in truth made to counter the somewhat-older Netherian Alliance, created by Nether dragons as a form of protection. They push laws to limit or ban those of Nether alignment from political functions and larger cities, and are thought of to be a great source of propaganda surrounding dark dragons being ‘evil’. Many leaders in the Aetherian Alliance bolster the beliefs of the Aethera religion in secret, while outwardly supporting the Celestial Faith.

Each Imperial Monarch of the Aether elements holds a seat in a council similar to the Elders, where problems are discussed among the six elemental leaders. However, as they cannot have a majority ruling similarly to the Keepers, they often invite one of the Elders to break a tie on a rotating schedule between the Aether members. This is rare, but doubles as a nod to the authority of the Elder Keepers, primarily to save face with the public.

The nations within the Aetherian Alliance only accept Aether coin, and may prosecute any who bring Nether currency into their cities. They scoff at the neutrality of Chrona and Gravitia dragons, thinking them weak and easily manipulated, and barely bow to the authority of the Elder Keepers.


Imperial Councilor: Every current Imperial Monarch is automatically an Imperial Councilor. These dragons uphold and maintain the Aetherian Alliance, making overarching decisions and rulings.
Aether Guard: Not quite a standing army, but a collective pseudo-military that acts on the authority of the Aetherian Alliance as a whole, often leading direct Imperial soldiers in battle against their enemies. Considered an elite force, and made up almost entirely of House dragons.
Watchers: Act in a similar way to both the Keeper’s Ambassadors and the Advisors, but are always Aether-aligned Aethyrian dragons. They wander the Aether nations looking for dark dragon sympathies, and report back to the Alliance.


The Netherian Alliance

Current Capital: TBA. Nation(s): Eidolan Highlands, Suntouched Sands, Metusian Heights, Sundered Coastlands, Abyssal Boglands, Darkreach Mountains.

The first of the Alliances to be formed, the Netherian Alliance was originally crafted by Umbra's Imperial House as a method of protection against rising mistrust and violence against 'dark' dragons, offering shelter and resources for those who need it. However, it has begun to become more radicalized, with tensions growing and views of division becoming more popular, the Netherian Alliance has become a beacon of resistance and protection against the dragons of the ‘light’. This includes the kingdoms of Anima, Aurata, Phobia, Sanguia, Toxina and Umbra.

Influential among their own kind, they have become supportive of dividing Aether and Nether even further, pursuing their own coin and driving out Aether merchants from their cities. Those of mixed alignment are frowned upon, if not driven out as well, and violence is no longer entirely shunned. Many leaders in the Netherian Alliance bolster the beliefs of the Nethera religion in secret, while outwardly supporting the Celestial Faith.

Unlike the Aetherian Alliance, the Netherian is ruled by a single dragon - generally a former Imperial Monarch - with a small council of chosen advisors. This dragon is often elected from the ranks of former monarchs based on their experience and views, and tends to hold the position until they physically and mentally cannot. As time has worn on, this position has traditionally become more and more radical and prone to offensive action against those of Aether blood.


Guardian of the Night The so-called Guardian of the Night is the leader of the Netherian Alliance, a former Imperial Monarch of Nether. They bring wisdom and guidance to their lands and help the current Monarchs rule their elements, acting similarly to an unofficial Elder Keeper. Always of Nether alignment, though does not have to be blood-related to any current leader depending on how that monarch is selected.
Council of Advisors: Dragons of Nether chosen by the Guardian, often closely trusted, to help make decisions for the Alliance and offer advice to standing Imperial Monarchs as a whole. Most often, these are of multiple elements, but not of Imperial blood. The number ranges from ten to eighteen, never an odd number, as the Guardian serves as the tiebreaker.
Netherian Scythes: The Scythes serve as a small, elite army similar to the Aether Guard in that they lead Imperial troops, and act on the word of the Alliance as a whole. Unlike their Aether counterparts, these dragons can come from a House or be Houseless; what matters is their skill in battle, not their lineage.
Seekers: Similar to Aetherian Watchers, but though they serve much of the same purpose, they also act as missionaries to align dragons unfamiliar with their views with the belief system of the Netherian Alliance.


The Union of Eridanius

Current Capital: TBA. Nation(s): Varied; located in ‘free cities’ outside of Imperial control.

The Union is less a nation or group of nations and more a sub-system of grassroots beliefs that have gained traction among the Houseless and non-dragon citizens of Aethyr. Not led by any one Aethyrian species save for a single dragon figurehead, they consist largely of merchants, and their focus is often on the wealth and strengthening of Aethyr’s economy. They believe that the Elder Keepers hold too much power, and though they are in peaceful terms with the Elder Council as of now, they seek laws and rulings that circumvent the traditional blanket rule.

While relations with the Alliances and the Elder Council are tense at best, the Union and its free cities coexist with the factions in an uncertain truce, all the while benefiting off of the more recent uptick in violence. They promote trade with all, free of the restrictions and overview of the Keepers, and thus can be found in any of the Imperial kingdoms.

More radical groups have cropped up, loosely organized and largely ignored by the Overseer and the government of the Union as a whole. They are considered responsible for terrorist attacks in the Heartlands and abroad, targeting Elder Keepers themselves, their apprentices, ambassadors and advisors. They are also known to run organizations completely free of oversight, protecting criminals and offering sanctuary through hidden havens in both free cities and established Aetherian, Netherian and neutral holdings equally. They have most recently established ties to the Onyx and Ruby Factions, and their influence has grown accordingly.


The Overseer: Most often an Aethyrian dragon from a wealthy merchant House, that can be of any element but whose identity is generally kept hidden from the public. They attend public events in costume, often with their scales and horns (plus feathers, fur and other adornments) painted and dyed to further increase their mystery. They seemingly organize the Union and guide its direction, ensuring that what they do is never quite enough to bring the ire of the Elders or the Alliances, or otherwise not associated with them by name. However, they are primarily a figurehead, and bow in secret to the Treasury.
Goldhunters (Treasurers): Can be of any race and alignment. Often smaller races, such as the kobold, and can be up to five at any given time. Manage finances and keep track of all coinage, especially Aetherian and Netherian variants, and where the Union’s money is allocated, as well as manage where and when that coin is spent. The true leadership of the Union of Eridanius, even above the Overseer.
The Bulwark: Often considered the Overseer’s most trusted circle, the Bulwark is a collection of guards and advisors that protect their leader and give advice as a sort of pseudo council. However, their power is limited, and they primarily function as bodyguards and watchers. In the Union, money rules all, and thus the Goldseekers have more pull.



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Military

Aethyr’s military can be sorted into three distinct factions; the Imperial Houses’ standing armies, the Aetherian and Netherian Alliance armies, and the scattered, largely neutral forces of all non-dragon races. While not a military in name, the Celestial Order protects and defends the Heartlands, overseen by the Oathkeepers, through its Templars and Sentinels. It has been discussed that the Elder Keepers create and maintain their own forces, but they have thus far declined.

Most House militaries in Aethyr are primarily Aethyrian dragon oriented; while other races may join, they are not only frowned upon, but often overlooked for leadership positions and any sort of viable promotion. Imperials tend towards very similar structures, but are often heralded by a wealthy family or noble House that serves the leaders of their kingdom directly.

More recently, the advent of the Aetherian and Netherian Alliances have added a mixed layer to the Imperial armies, in the form of the Aether Guard and the Netherian Scythes.

Imperial Militaries

Imperial Houses. | large.

An Imperial army is the leading military force within an elemental kingdom, led by the Imperial Houses that govern all. Generally, these standing militaries consist of dragons from that element, sorted by rank and skill, ready to face any threat and defend their continents from harm.

Most Imperial legions are trained and led by House dragons specializing in the military as a whole. While there may be any number of Houses in the leadership, there are generally no less than three and no more than six, with members across the board in rank and skill.

Ranks may vary in specific kingdoms, but all have the same general format.


Lord Marshal: The overarching leader of any Imperial House's official armies, and always an Aethyrian dragon of the kingdom's primary element. An administrative position that oversees troop numbers, intelligence, strategy and more. This is the dragon that answers to an Imperial Monarch directly, and is responsible for most decisions, save for direct declarations of war and oversight by the Imperials alone. Chosen from generals and always nobility.

General: Several dragons who have proven their skill in battle and have won the leadership of troops for their service and wisdom. Collaborates with the Lord Marshal in troop placement and closer strategy, as well as serve as on-site battlefield leaders - though they don’t always partake in battle directly. If a Houseless dragon becomes a general, their family will automatically be given noble status for the honor, though this is a very rare occurrence.

Commander: Leaders who organize troops in the field, and lead large groups into battle. Overseen by the generals and the Lord Marshal, and are commonly selected from captains who have been knights in their time of service.

Captain: Leaders of medium to small groups of soldiers, working in the field of battle. Both noble and common soldiers may achieve this rank.

Lieutenant: Deputies to captains, and responsible for the direct oversight of common soldiers. Almost always an Aethyrian dragon, but may rarely be of another species - however, this is the highest rank in the Imperial legions a non-dragon may achieve.

Knight: Most often a supplemental rank that may be added to another, such as ‘Knight Commander’ or ‘Knight Captain’. Noble dragons who have either been squires and have risen to be fully knighted, or who have proven their capability with honor and chivalry. Very, very rarely a dragon may be given knighthood without noble birth, but this is considered unseemly by the court at large.

Sergeant: Recognized soldiers who have proven their worth in battle. Often are given extra training, and are afforded more respect and leeway than your common soldier.

Soldier: Bulk troops. Can be dragons of any wealth, status or class, or other species aligned with that Imperial House’s element specifically.

Trainee: Soldiers in training, generally limited to their schooling in cities and barracks. Some nobility may insert their fledglings as squires - specific trainees assigned to knights, with the intent in getting them higher ranks in shorter times.


Aetherian Alliance

Aetherian Alliance kingdoms. | medium.

The Aetherian Alliance has a small number of militant figures dedicated to the Alliance itself; often dragons that show exceptional adherence to Aether and distrust of Nether, as well as either a working history with the Imperial militaries or skill in martial form.

Though limited in number, these dragons work closely with the Imperial troops of Aether kingdoms. All swear a similar oath - to drive the taint of Nether from the lands, and stand as bulwarks against darkness of any kind.

As a whole they are called the ‘Aether Guard’, and hold the following ranks within. Every member of the Guard is nobility, as non-House dragons are not allowed to partake in formal Alliance workings.


Aether Guardian: Highest ranking members of the Aether Guard. Similar rank to General, and work closely with the Lord Marshal of any Imperial House to dictate troop movements against ‘dark’ dragons. Often older, and highly ranked in whatever Imperial army they served in previously.

Aether Talon: Equivalent to captains, and serve similar roles. May take over regiments directly in times of war, but generally work with Imperial captains, lieutenants, and sergeants to achieve their goals.

Aether Soldier: The rank and file of the Aetherian Alliance. Small in number, and often mixed in with Imperial troops’ soldiers directly.


Netherian Alliance

Netherian Alliance kingdoms. | medium.

The Netherian Alliance has a small number of militant figures dedicated to the Alliance itself; often dragons that show exceptional adherence to Nether and distrust of Aether, as well as either a working history with the Imperial militaries or skill in martial form.

Though limited in number, these dragons work closely with the Imperial troops of Nether kingdoms. All swear a similar oath - to keep the forces of Aether at bay and to provide safety and protection for the dark dragons under their wings.

As a whole they are called the ‘Netherian Scythes’, and hold the following ranks within. While some members of the Scythes are nobility, many are not, as skill is more favorable than blood to the Guardian of the Night.


Nether Wraiths: Highest ranking members of the Scythes. Similar rank to General, and work closely with the Lord Marshal of any Imperial House to dictate troop movements against Aether dragons. Often older, and highly ranked in whatever Imperial army they served in previously.

Nether Ghosts: Equivalent to captains, and serve similar roles. May take over regiments directly in times of war, but generally work with Imperial captains, lieutenants, and sergeants to achieve their goals.

Nether Skulls: The rank and file of the Netherian Alliance. Small in number, and often mixed in with Imperial troops’ soldiers directly.



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